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198 lines
4.8 KiB
C++
198 lines
4.8 KiB
C++
/*
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* CaptureObjectsBehavior.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "../VCAI.h"
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#include "../Engine/Nullkiller.h"
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#include "../AIhelper.h"
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#include "../Goals/ExecuteHeroChain.h"
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#include "CaptureObjectsBehavior.h"
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#include "../AIUtility.h"
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#include "lib/mapping/CMap.h" //for victory conditions
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#include "lib/CPathfinder.h"
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extern boost::thread_specific_ptr<CCallback> cb;
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extern boost::thread_specific_ptr<VCAI> ai;
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extern FuzzyHelper * fh;
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using namespace Goals;
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std::string CaptureObjectsBehavior::toString() const
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{
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return "Capture objects";
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}
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std::shared_ptr<const ISpecialAction> getFirstBlockedAction(const AIPath & path)
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{
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for(auto node : path.nodes)
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{
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if(node.specialAction && !node.specialAction->canAct(node.targetHero))
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return node.specialAction;
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}
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return std::shared_ptr<const ISpecialAction>();
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}
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Goals::TGoalVec CaptureObjectsBehavior::getTasks()
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{
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Goals::TGoalVec tasks;
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auto captureObjects = [&](const std::vector<const CGObjectInstance*> & objs) -> void{
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if(objs.empty())
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{
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return;
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}
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logAi->trace("Scanning objects, count %d", objs.size());
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for(auto objToVisit : objs)
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{
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#ifdef VCMI_TRACE_PATHFINDER
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logAi->trace("Checking object %s, %s", objToVisit->getObjectName(), objToVisit->visitablePos().toString());
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#endif
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if(!shouldVisitObject(objToVisit))
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continue;
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const int3 pos = objToVisit->visitablePos();
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auto paths = ai->ah->getPathsToTile(pos);
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std::vector<std::shared_ptr<ExecuteHeroChain>> waysToVisitObj;
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std::shared_ptr<ExecuteHeroChain> closestWay;
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#ifdef VCMI_TRACE_PATHFINDER
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logAi->trace("Found %d paths", paths.size());
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#endif
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for(auto & path : paths)
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{
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#ifdef VCMI_TRACE_PATHFINDER
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logAi->trace("Path found %s", path.toString());
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#endif
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if(getFirstBlockedAction(path))
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{
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#ifdef VCMI_TRACE_PATHFINDER
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// TODO: decomposition?
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logAi->trace("Ignore path. Action is blocked.");
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#endif
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continue;
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}
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if(ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
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{
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#ifdef VCMI_TRACE_PATHFINDER
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logAi->trace("Ignore path. Target hero can be killed by enemy");
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#endif
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continue;
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}
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if(!shouldVisit(path.targetHero, objToVisit))
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continue;
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auto hero = path.targetHero;
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auto danger = path.getTotalDanger(hero);
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if(danger == 0 && path.exchangeCount > 1)
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continue;
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auto isSafe = isSafeToVisit(hero, path.heroArmy, danger);
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#ifdef VCMI_TRACE_PATHFINDER
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logAi->trace(
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"It is %s to visit %s by %s with army %lld, danger %lld and army loss %lld",
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isSafe ? "safe" : "not safe",
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objToVisit->instanceName,
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hero->name,
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path.getHeroStrength(),
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danger,
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path.armyLoss);
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#endif
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if(isSafe)
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{
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auto newWay = std::make_shared<ExecuteHeroChain>(path, objToVisit);
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waysToVisitObj.push_back(newWay);
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if(!closestWay || closestWay->evaluationContext.movementCost > newWay->evaluationContext.movementCost)
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closestWay = newWay;
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}
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}
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if(waysToVisitObj.empty())
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continue;
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for(auto way : waysToVisitObj)
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{
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way->evaluationContext.closestWayRatio
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= way->evaluationContext.movementCost / closestWay->evaluationContext.movementCost;
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tasks.push_back(sptr(*way));
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}
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}
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};
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if(specificObjects)
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{
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captureObjects(objectsToCapture);
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}
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else
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{
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captureObjects(std::vector<const CGObjectInstance*>(ai->visitableObjs.begin(), ai->visitableObjs.end()));
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}
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return tasks;
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}
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bool CaptureObjectsBehavior::shouldVisitObject(ObjectIdRef obj) const
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{
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const CGObjectInstance* objInstance = obj;
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if(!objInstance)
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return false;
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if(objectTypes.size() && !vstd::contains(objectTypes, objInstance->ID.num))
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{
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return false;
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}
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if(objectSubTypes.size() && !vstd::contains(objectSubTypes, objInstance->subID))
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{
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return false;
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}
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const int3 pos = objInstance->visitablePos();
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if(objInstance->ID != Obj::CREATURE_GENERATOR1 && vstd::contains(ai->alreadyVisited, objInstance)
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|| obj->wasVisited(ai->playerID))
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{
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return false;
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}
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auto playerRelations = cb->getPlayerRelations(ai->playerID, objInstance->tempOwner);
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if(playerRelations != PlayerRelations::ENEMIES && !isWeeklyRevisitable(objInstance))
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{
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return false;
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}
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//it may be hero visiting this obj
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//we don't try visiting object on which allied or owned hero stands
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// -> it will just trigger exchange windows and AI will be confused that obj behind doesn't get visited
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const CGObjectInstance * topObj = cb->getTopObj(pos);
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if(!topObj)
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return false; // partly visible obj but its visitable pos is not visible.
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if(topObj->ID == Obj::HERO && cb->getPlayerRelations(ai->playerID, topObj->tempOwner) != PlayerRelations::ENEMIES)
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return false;
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else
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return true; //all of the following is met
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}
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